Priority high: Way too underpowered. A decent sized bounding mine will in most cases guarantee a kill out to around 25m, and wound with various severity, depending on range, out to around 50-100m. With the current ingame bounding mine, i can stand on top of it and it will only lightly wound the player.
Priority normal: Change the detonation height to somewhere between 50-100cm. A typical HE-filling in these will be around the 500gram mark, and will produce a substantial flash on detonation.
Priority low: Consider changing the model to something more modern, like the Italian Valmara 69.
In any case, apers-mines are no longer too hot on the market, and there isn't much R&D going on with regards to "traditional" types of anti-personell/antitank mines - most of it is still 70s-80s technology.
Priority low: Consider having an option to remotely trigger these mines.
- Shooting at ordnance in general is not a surefire way to get it to detonate, unless you know what you're doing and aim at the right spot, from the right angle and/or with the right type of ammunition.
A shot going through the container/filling will in most cases, with most types of military-grade explosives, have no effect no the mine. A shot going through the detonator/fuse might, but might also just disable/break the mine and/or make it more unstable and dangerous to approach in an EOD-setting.
- Consider changing the AT-mine model and type to something modern like the French HPDF2/3 and/or also include a "dumb" type of AT-mine in addition, like the US M6A2. Including said French mine will most likely need some programming/scripting however, as it's of a fairly advanced design.
- SLAM; This program was closed down quite a few years ago, but i see you've included it anyhow. You should make it possible to attach these directly to vehicles/objects, in addition to just being standalone explosive devices - this to take advantage of their shaped-charge capability.
Give the option to detonate these remotely.
- Claymores, give the option to detonate these remotely. Make sure to implement their effective and max ranges, as well as their armor piercing properties, in good order (50m/250m respectively). Modern claymores like the M19 also come with an in-built sight, to be able to determine the left-/right-boundaries and the area the charge will be the most effective whilst emplacing.
- When placing an explosive charge, change "Touch off X bomb(s)" to "Set off X charge(s)".
- Longer placement and priming times, especially for the claymore.
- The ingame explosive charge model is 4x500gram of C4-bricks with a radio receiver on it. A couple of things;
- It is way overpowered for what it is. Placed 5-10m in the open, from the games M-ATV, will completely destroy said vehicle, ditto placed directly under the vehicle. This is not realistic, both placed apart and underneath.
- However, "naked explosives" without a container or other object to create shrapnel/frag around it has, relative to the actual amount of explosives, a fairly low kill-radius. Explosives placed on the ground woll count as "other object" with respect to frag-generation, but not nearly as much as the same amount placed inside a metal container etc.
- Consider implementing shockwaves as a damage mechanism (as well as visual effect in dusty environments) to both people and objects, if not already done.
- A detonation will generate a fair amount of black smoke rather than white, this due to an inefficient low-oxygen combustion of the explosive and adjacent material. This especially goes for TNT-based explosives.
- The sound of explosives going off has a much more "short, sharp and loud" sound than what is currently ingame. If you have the chance to do a recording of live explosives going off in the future, i suggest you do so.
- Now i'm not up to date on the story of the game, but in any case, the inclusion of IEDs. Have ideas and can advise if you're interested.
- My advice, regarding the whole combat-engineer aspect of things, is to rather than have one jack-of-all-trades dude with all this stuff, mines and charges crammed into his backpack, split this job into three distinct types of soldier;
- Demolitions, including breaching. For simplicity a soldier carrying only an amount of demolition- and breaching charges rather than going haywire with all kinds of gadgets and custom charge-making.
- Mining, armed with various types of mines - even though me personally am quite lukewarm to the whole idea of a 21st century western fighting force employing anti-personell mines - this being quite unrealistic with regards to treaties and the whole political climate around this.
- Demining/Counter-IED, with a metal detector and some form of ingame mechanism of employing these. Again, have ideas and can advise if you're interested.
Last, I work with this for a living, so as said, if you want/need inputs on these things outside of this feedback-forum, i'm happy to use some of my spare time to provide inputs. Use my profile-email to get in touch in that case.
Keep up the good work!